Struct gdnative_bindings_lily::AnimatedTexture[][src]

pub struct AnimatedTexture { /* fields omitted */ }
Expand description

core class AnimatedTexture inherits Texture (reference counted).

Official documentation

See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.

Memory management

The lifetime of this object is automatically managed through reference counting.

Class hierarchy

AnimatedTexture inherits methods from:

Safety

All types in the Godot API have “interior mutability” in Rust parlance. To enforce that the official thread-safety guidelines are followed, the typestate pattern is used in the Ref and TRef smart pointers, and the Instance API. The typestate Access in these types tracks whether the access is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Implementations

Constants

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

Sets the currently visible frame of the texture.

Animation speed in frames per second. This value defines the default time interval between two frames of the animation, and thus the overall duration of the animation loop based on the [member frames] property. A value of 0 means no predefined number of frames per second, the animation will play according to each frame’s frame delay (see [method set_frame_delay]). For example, an animation with 8 frames, no frame delay and a fps value of 2 will run for 4 seconds, with each frame lasting 0.5 seconds.

Returns the given frame’s delay value.

Returns the given frame’s Texture.

Number of frames to use in the animation. While you can create the frames independently with [method set_frame_texture], you need to set this value for the animation to take new frames into account. The maximum number of frames is [constant MAX_FRAMES].

If true, the animation will only play once and will not loop back to the first frame after reaching the end. Note that reaching the end will not set [member pause] to true.

If true, the animation will pause where it currently is (i.e. at [member current_frame]). The animation will continue from where it was paused when changing this property to false.

Sets the currently visible frame of the texture.

Animation speed in frames per second. This value defines the default time interval between two frames of the animation, and thus the overall duration of the animation loop based on the [member frames] property. A value of 0 means no predefined number of frames per second, the animation will play according to each frame’s frame delay (see [method set_frame_delay]). For example, an animation with 8 frames, no frame delay and a fps value of 2 will run for 4 seconds, with each frame lasting 0.5 seconds.

Sample code is GDScript unless otherwise noted.

Sets an additional delay (in seconds) between this frame and the next one, that will be added to the time interval defined by [member fps]. By default, frames have no delay defined. If a delay value is defined, the final time interval between this frame and the next will be 1.0 / fps + delay. For example, for an animation with 3 frames, 2 FPS and a frame delay on the second frame of 1.2, the resulting playback will be:

Frame 0: 0.5 s (1 / fps)
Frame 1: 1.7 s (1 / fps + 1.2)
Frame 2: 0.5 s (1 / fps)
Total duration: 2.7 s

Assigns a Texture to the given frame. Frame IDs start at 0, so the first frame has ID 0, and the last frame of the animation has ID [member frames] - 1. You can define any number of textures up to [constant MAX_FRAMES], but keep in mind that only frames from 0 to [member frames] - 1 will be part of the animation.

Number of frames to use in the animation. While you can create the frames independently with [method set_frame_texture], you need to set this value for the animation to take new frames into account. The maximum number of frames is [constant MAX_FRAMES].

If true, the animation will only play once and will not loop back to the first frame after reaching the end. Note that reaching the end will not set [member pause] to true.

If true, the animation will pause where it currently is (i.e. at [member current_frame]). The animation will continue from where it was paused when changing this property to false.

Methods from Deref<Target = Texture>

Draws the texture using a CanvasItem with the VisualServer API at the specified position. Equivalent to [method VisualServer.canvas_item_add_texture_rect] with a rect at position and the size of this Texture.

Default Arguments

  • modulate - Color( 1, 1, 1, 1 )
  • transpose - false
  • normal_map - null

Draws the texture using a CanvasItem with the VisualServer API. Equivalent to [method VisualServer.canvas_item_add_texture_rect].

Default Arguments

  • modulate - Color( 1, 1, 1, 1 )
  • transpose - false
  • normal_map - null

Draws a part of the texture using a CanvasItem with the VisualServer API. Equivalent to [method VisualServer.canvas_item_add_texture_rect_region].

Default Arguments

  • modulate - Color( 1, 1, 1, 1 )
  • transpose - false
  • normal_map - null
  • clip_uv - true

Returns an Image that is a copy of data from this Texture. Images can be accessed and manipulated directly.

The texture’s [enum Flags]. [enum Flags] are used to set various properties of the Texture.

Returns the texture height.

Returns the texture size.

Returns the texture width.

Returns true if this Texture has an alpha channel.

The texture’s [enum Flags]. [enum Flags] are used to set various properties of the Texture.

Trait Implementations

Formats the value using the given formatter. Read more

The resulting type after dereferencing.

Dereferences the value.

Mutably dereferences the value.

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

Creates an explicitly null reference of Self as a method argument. This makes type inference easier for the compiler compared to Option. Read more

Creates a new instance of Self using a zero-argument constructor, as a Unique reference. Read more

Performs a dynamic reference downcast to target type. Read more

Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more

Creates a persistent reference to the same Godot object with shared thread access. Read more

Creates a persistent reference to the same Godot object with thread-local thread access. Read more

Creates a persistent reference to the same Godot object with unique access. Read more

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive. See also TRef::try_from_instance_id. Read more

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive, and panics otherwise. This does NOT guarantee that the resulting reference is safe to use. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Performs the conversion.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.